The name (err...nick-name) is Dexter. I joined a "Company" founded by my friends, the wild alk, and Captain Clayman, called Lol Industries a while ago. I'm a coder mainly, but also a 2d and 3d graphic artist, level designer and texturer (Coding started from Websites, then Flash, and now C++ and Basic, which I started learning around August 2009) I've been playing Half-Life since I was 5 (Yes, 5), starting (as I remember), with Opposing Force. I then lost it, and went on a HUGE hunt for it for a while. I did find it again. But while I was looking for it, I found something else, my love for computers started. I learnt most of MS Office by the time I was 8 or so, then started with coding for web and flash, then mapping, then Photoshop, then 3d modelling, and finally coding for basic and C++. My hobbies include my job, reading, playing Basketball and Soccer, and Playing and making video games.

Comment History  (0 - 30 of 2,452)
KarimIO Dec 30 2014, 7:38am replied:

Unfortunately, as I moved to Source, I had to recreate much of the mod, but the parts I did work on are solely about storytelling, and the story doesn't thematically work with Half-Life. Half-Life is about empowering an unempowered man. HypernovA is about a man trying to save his daughter, and to do that effectively, I have to remove power from him. Gameplay styles would be similiar, but the differences changed the theme too much. HypernovA would work better as a comic or something.

Also, I'm already a month's work into my next project. Creating an engine will take a long time, though. I'm planning on using the money from engine licenses to start funding my games - I have a lot of great plans, but I don't think sharing them is a good idea at this point. I'm also going to release a website that can help independent studios release their media (games, music, etc) with as little friction as possible, and try get big studios on board as well. There's a lot to do, but I'm sure I can do it. We're a four-member team now; two programmers, a designer, and me.

+1 vote   news: I'm Sorry
KarimIO Dec 21 2014, 12:22pm replied:

Buy it from Steam.

+2 votes   game: Garry’s Mod 10
KarimIO Dec 21 2014, 11:58am says:

Another Half-Life alpha mod? Why didn't you try join a different one?

0 votes   mod: Half-Life: In Deep
KarimIO Nov 22 2014, 4:01am replied:

FakeFactory's reaction:

+2 votes   media: CM11 comparison
KarimIO Nov 11 2014, 12:36pm replied:

Sorry, but it's not much, and contains a lot of placeholder content. I don't think it's worth it. If you have CS:GO and Half-Life 2, and are willing to deal with it, I could send it, but, like I said, it's really not worth it.

+1 vote   news: I'm Sorry
KarimIO Nov 11 2014, 4:01am replied:

It is. Sorry if that wasn't clear.

+1 vote   mod: HypernovA
KarimIO Aug 6 2014, 4:24pm says:

Man, this looks amazing! Awesome improvement.

+2 votes   media: Feedback purposes. #2
KarimIO Apr 28 2013, 4:05pm says:

Oh, my god, this is so beautiful.

+1 vote   media: Outside
KarimIO Apr 28 2013, 4:01pm says:

Other than the lighting, which I know isn't final, this is fantastic. It really hits home, while looking completely new! Awesome!

+1 vote   media: Mount Olympus
KarimIO Apr 28 2013, 3:58pm says:

If I were you, I'd change the actual texture of the ground to be a dirt. It'd look a lot nicer with that contrast. Still, great job! It really captures Crash, except in an HD world.

+1 vote   media: Rendering test
KarimIO Apr 28 2013, 3:57pm replied:

Not really the same - his eyebrows are too small, his hair is completely different, and his eyes are too square. In my opinion, though, you shouldn't stick to the original exactly - if I were you, I'd actually make it more HD, while keeping the same origin. Put more detail, maybe flesh out the elbows, which seem too smooth, fix up the shoes a bit, and make his mouth bigger, with clearer teeth. But, clearly, this topic is up to a lot of debate. Personally, I believe in making things more detailed, almost like what Black Mesa did with a lot of Half-Life, instead of completely changing it. Not a good example, but you understand. I understand the appeal of this look to a lot of people, but this is the crash I know: He looks a lot more devious in that picture. Maybe that's because I like 2 and 3 more than I do Crash 1, but I still think that you should change it. Or, maybe, put multiple models, like they did in Arkham City, and the player can choose. The environment, on the other hand, is spot on, excluding the trees, which, I believe, need clearer leaves. Just make the layers flat, with a transparent cut-off at the ends.

+1 vote   media: Crash "Smooth"
KarimIO Apr 19 2013, 8:39am says:

Nice! It reminds me a lot of my old dorm map, but much better.

+1 vote   media: Central Dormitories
KarimIO Mar 30 2013, 7:44am says:

Wow, this is really great! Only thing I can suggest is making the textures higher resolution.

+1 vote   media: Screenshot
KarimIO Mar 30 2013, 7:41am replied:

I think that's kinda the point. If you look at most modern buildings, they have one single color, while going into a poorer area would have a lot of contrasting color.

+3 votes   media: Concept
KarimIO Mar 13 2013, 2:36pm says:

One of the best menus in Source that I've seen.

+1 vote   media: New Main Menu
KarimIO Jan 28 2013, 1:51pm says:

Fantastic! The textures look a tad blurry (I suggest using a detail texture, something VALVe uses quite a bit, even in HL2), but aside from that, it's really great, especially the lighting. Do the acoustic lights use a Refract shader or simply a VertexLightGeneric (assuming it is a model)? Also,

+1 vote   media: Chapter 1
KarimIO Nov 26 2012, 12:44pm replied:

Oh don't worry, it's just his walking sti...I've made things worse, haven't I?

+4 votes   media: Vegetation02
KarimIO Nov 2 2012, 10:07am says:

I love the AI. How is the idle AI coming around? Will they be interacting with the environment more or something? Also, why are there so few videos lately?

+1 vote   news: New Overgrowth a193 video devlog
KarimIO Nov 2 2012, 9:31am replied:

Agreed. Also, you might want to add a bit of overlays to the ground to spice it up.

+1 vote   media: Contagion - Halloween Teasers
KarimIO Nov 2 2012, 9:28am says:

A: You need lighting. Badly. If you don't have lights, ensure you have no "leaks", and you have at least one light placed.
B: The map is very monotonous. Spice things up; add more variety. Things like decals, custom props, and world-brush objects are really great. You should also try add different textures. Maybe add watchtowers along the wall or some fencing, or different levels to the wall.
C: Frankly, the terrain looks awful. Either do it properly (there are many tutorials for that), or don't do it at all.

I didn't actually play it, I'm judging this from the screenshot. Good luck with your future stuff.

+1 vote   download: Deathmatch Test
KarimIO Aug 30 2012, 1:08pm says:

Not quite speechless, but still, ho ho! Quite an extraordinary photograph. I shall go and have some tea and crumpets now.

+1 vote   media: Overgrown canal
KarimIO Jul 7 2012, 5:06pm says:

This is really awesome! Can't wait 'till the final release.

+2 votes   media: Grrrrass! :)
KarimIO Jul 5 2012, 6:31am says:

That's great, can't wait to play it. I hope the later ones come out with new NPCs or models. I always enjoy seeing those. But your maps are an inspiration to me. Keep up the great work!

+2 votes   news: Almost Finished
KarimIO Jul 5 2012, 6:28am says:

Awesome. If you're going for the Gary Oldman version, then he has to be a bit thinner, especially around the neck, I think. The suit is a bit too big on him, too, if that's the case. If not, then there's not much I can point out to fix. But this is seriously amazing, especially if it's only done in 45 minutes! Keep up the good work.

+1 vote   media: Commissioner Gordon
KarimIO Jun 6 2012, 11:11am says:

This is so true it hurts. Like a crowbar to the head.

+2 votes   media: Call me Xenmaster
KarimIO Jun 1 2012, 5:10pm says:

Really awesome, Archie, as always! The lighting, most of all, is just superb. The details make everything fit. The brushwork is fantastic. Keep it up!

Oh, and I read the textures were scaled to 0.5. Be careful - that makes the dynamic lights smaller, such as the flashlight. Also, I'm not sure, but I think it increases the polycount, because each texture instance is its own poly. Makes no sense, but that's how they did it -- I think.

+2 votes   media: Cendark3 - A final look
KarimIO Jun 1 2012, 1:45pm replied:

Yeah. Sounds great! Can't wait for the final release. I think the combat could us a bit of work, though. I'm not a big fan of the current one, in any game. But the rest is simply fantastic. The art style is awesome. Kinda reminds me of TF2.

+3 votes   media: Hand painted terrain test
KarimIO Jun 1 2012, 9:06am says:

A HELLUVA lot better. this really looks awesome. Too bad you can't stencil shade - that'd make this.

+5 votes   media: Hand painted terrain test
KarimIO Jun 1 2012, 9:05am says:

I really love the character design.

+3 votes   media: Jogging?
KarimIO Jun 1 2012, 9:03am says:

That's some pretty good vertex manipulation. But they look like cylinders at first glance.

+1 vote   media: Cliff
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